CELL Processor Based Workstations

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© 2002 IBM Corporation

CELL Processor Based Workstations

Super Computing "CELL" Converges Action Movies into Gaming Worlds


© 2004 IBM Corporation

2

Outline of Topics


Crisis in Processor Design



CPBW: Building a General Purpose Computing System from New
Microprocessor Architectures



IBM Digital Media Solutions for the Game Industry



CPBW in the Game Development Process


© 2004 IBM Corporation

3

Crisis in Microprocessor Design


Transistor performance scaling
near limits


Channel off
-
current & gate
-
oxide
tunneling challenges supply
voltage scaling


Material and structure changes
required to stay on Moore’s Law
path


Power per (switched) transistor
decreases only slowly


Moore’s Law: 2x transistor density every 18
-
24
months

Hofstee’s Corollary: 1/1.4x efficiency in every generation

# Transistors per Chip

1GHz

1MHz

10MHz

100MHz

1980

1990

2000

2010

10

10

10

9

10

8

10

7

10

6

10

5

10

4

10

3

10

11

7 Level Cu

+ SOI

Cu

Low
-
K

Dielectrics

10GHz

SiGe and

Strained Si

L
eff

Scaling

Non
-
Scaling

Gelsinger’s Law: 1.4x more performance for 2x more transistors


Consequence:


Microprocessor performance
limited by processor efficiency


i.e., we know how to design
processors we cannot reasonably
cool or power



© 2004 IBM Corporation

4

“Where Have All the Transistors Gone …? “

Mechanisms to Hide Latency and Pipeline Depth that Add Performance


……and Inefficiency


Speculative and Out
-
of
-
Order
Processing


Superscalar Micro
-
architectures


CPU

Cache


Cache



Memory



Virtual Memory/Caches







Hyper (deep) pipelining


SuperScalar

Cache

+,
-

+,
-

+,
-

*, /

*, /

*, /

Memory

*, /

*, /

>, <

*, /

*, /

© 2004 IBM Corporation

5

Paths Toward Increased Efficiency


Chip Level Multiprocessors


Reduced superscalar, pipeline depths, speculation

Instruction Broadcast

Unit:

+,
-
, *, / <, >,

Data

Registers

+


Vector/SIMD processing for compute
-
intensive


streaming or data parallel workloads


Instead of superscalar pipelines



Different Memory Organization:


Registers (compiler managed)


Local Memory (software/programmer managed)


Shared Main Memory (software/programmer managed)


Techniques for Realizing New Processor Architectures


+

<

+

<

CPU



Registers

Local
Memory


Memory


© 2004 IBM Corporation

6

A Hybrid Approach for Microprocessor Architecture


Traditional processor (s) for Control Plane
Processing (CPP)


Run OS / Manage resources


Limited per
-
thread performance / improved
efficiency


Quick path to enable legacy software with
good performance on control codes






CPP



DPP

DPP

DPP


Compute
-
optimized Data Parallel
Processors (DPPs)


“Offload Acceleration”
-

run compute
intensive portions of applications


3
-
level memory model




Best of Both Worlds?


© 2002 IBM Corporation

CPBW: Building a General Purpose Computing
System from New Microprocessor Architectures

© 2004 IBM Corporation

8

Building Systems from New Microprocessor Architectures

Sony, SCE and IBM’s Collaboration




Announced at E3 Expo, May 11, 2004


CELL Processor Based Workstation


next generation content development platform


Scalable, supercomputer
-
like performance


Common Software Development Environment for digital animation & game industries


First
CELL Processor based system !


© 2004 IBM Corporation

9

Developing a CELL
-
Based Content Creation System


Foundation for the IBM
-
Sony/SCE Integrated Digital Content Creation Environment



CELL Processor

Board

Memory

High BW

Networks

CELL Processor

(2
-
Way SMP)

Storage

Sys

Mgmt

I/O

Bridge


Dual CELL Processors (SMP)


I/O Bridge, System
Management Support Logic,
Memory, Storage


Multiple High Bandwidth
Network Interfaces

Dense, Rack Mount

Chassis


Dense rack
-
mount blade form factor


Integrated high bandwidth network
switches


Integrated power and cooling and
system management



Software

CELL
-
Aware

Common OS

Common

Development

Environment

Real
-
time

OS


Game Development Tools
and Middleware


Centralized system
management



+

CELL Processor
Based Workstation



Vast Floating
Point Capabilities


Massive Data
Bandwidths


Parallel
Processing
Architecture

CELL

Processor

© 2002 IBM Corporation

IBM Digital Media Solutions for the Game Industry


Business Unit or Product Name

© 2004 IBM Corporation

IBM Digital Media Solutions

Digital Media Overview for Developer Relations

11

Digital Media is unstructured content
-

video, audio, and
images
-

that cannot be stored in traditional databases.


The popularity of digital signage over conventional printed
signs has grown considerably in recent years. Some analysts
predict that by 2005, digital signage will grab as much as
$1.5
billion

of advertising spending in the United States.


DCD Business Report


Consumers are
5
-
10 x more
likely to
notice

dynamic media
vs. static media


Consumers are
2
-
5 x more
likely to
recall

dynamic media
vs. static media

The market for digital delivery of visual content through

a network in

all

industries will grow at
49% CAGR

from

2002
-
2006 to reach almost
$2 billion

by 2006.

Narrowcasting Market Poised for Rapid Growth by CAP Ventures 2002

Consumers are
5 times

more likely to "click
-
through"

a rich media ad. Rich media ads generate higher rates

of post
-
impression sales. Post
-
impression sales activity

is
45% higher
.


DoubleClick White Paper, July 2003

Business Unit or Product Name

© 2004 IBM Corporation

IBM Digital Media Solutions

Digital Media Overview for Developer Relations

12

Digital media can have intrinsic value…

Books

Movies

Games

Music

Art

Advertisements

Automated
Consulting

Medical Image
Distribution

Security &
Surveillance

Marketing &
Product
Information

Video and
Audio
Conferencing

Dynamic In
-
Store
Advertising

…and it can also have business process value

Business Unit or Product Name

© 2004 IBM Corporation

IBM Digital Media Solutions

Digital Media Overview for Developer Relations

13

Source: University of California at Berkley

2003

24B

Source: School of Information
Management and Systems at the
University of California at Berkeley, 2001

The amount of information created in the last two years exceeds the amount
created throughout history ! 93% of all information is created digitally.

2002

12B

2001

6B

2000

3B

1999

1993

www

Transistors

1947


Electricity, telephone

1870

105

Paper

3500 BCE

Text

30,000 BCE

Cave paintings

Computing

1950


Late 1960s

Internet (DARPA)

Total Market Opportunity in 2004 is $27.5B


IBM Digital Media Solutions

© 2002 IBM Corporation

Worldwide Online MP and MMP Games Revenue

CAGR = 49%

(2000


2008)

Games market is seeing
significant growth

$31.4 B

Source: "Research and Business Intelligence Source CITL, Inc. (
www.citlinc.com
)", 2004"

IBM Digital Media Solutions

© 2002 IBM Corporation

Continued Growth Is Projected For Foreseeable Future

Combined IT Spend

CAGR =35%

(2000


2008)

Notes:

1.
From bottom
-
up analysis

2.
Includes SP, MP and MMP costs.



Source: "Research and Business Intelligence Source CITL, Inc. (
www.citlinc.com
)", 2004"

Business Unit or Product Name

© 2004 IBM Corporation

IBM Digital Media Solutions

Digital Media Overview for Developer Relations

16



Marketing Asset Management

Wireless Content Distribution

WiFi Digital Media Gateway

Digital Media Distribution

Online Games



IBM Digital Media Solutions Targeted to Industries


Dynamic Digital Merchandising

Digital Security and Surveillance

Digital Media Distribution




Digital Content Creation / Online Games

Broadcast & Publishing Asset Mgt

Digital Media Center (Storage)



Gov

Retail


Media &

Entertainment

Telco



Digital Content Management for Gov

(RAMMP)

Digital Security and Surveillance

Digital Media Distribution





Digital Content Management

Video Communications

Digital Security and Surveillance

Dynamic Digital Merchandising



Banking

IBM Digital Media Solutions

© 2002 IBM Corporation

Game Industry Pain Points


Slow speed to market

for launch of new
games due to inflexible technology
environment



Costly integration

and customization due
to fragmented infrastructure



Inability to quickly modify

environment to
accommodate new games or user groups



Inability to handle demand spikes

due to
lack of scalability



Lack of integration

with back office
systems



Security and piracy concerns

© 2004 IBM Corporation

18

Create

Manage

Distribute /


Transact

Planning, creating,
producing and
encoding information
and unstructured
assets such as video,
audio, animation and
images.

Managing the workflow,
processing production,
storage and retrieval of
digital media, as well as
the cataloging, indexing
and annotation of original
content


Securely delivering
digital content for
consumption or
commerce across
multiple devices and
delivery channels


Digital Media Lifecycle

Driving Value From Inception to Consumption


Protection


Infrastructure

Manage

Ingest &

Indexing

Engine

Multi
-

repository

Search

Middleware

Digital Rights

System

Business


Rights

System

Managed

Business

Hosting

Infrastructure

Services

E
-

sourcing

Storage

Transaction

Server

Content

Management

System

Publishing

Production

System


Warehousing

Rich Media

Creation

Interactive

Media

Video

Text

Image

Audio

Other

Data

Rendering

Modeling

Compilation

Scene
Graph

AI & Physics
Simulation

Conversion

Animation

Create

Target
Console

Game
Engine


Delivery

Devices

Distribute & Transact

Set
-
Top

Box

Distribution

Scheduling

Retail

Display

PC
-

Print

Wireless

Device

Wireless

Gateway

Media

Gateway

Kiosk

Content

Aggregation

WAN

Streaming

Media Server

LAN

Edge

Cache

Return

Network

Application Integration Middleware

Business Support Systems, Operational Support Systems

© 2004 IBM Corporation

19

IBM Solutions for the Digital Media Industry


Protection


Infrastructure

Manage

Ingest &

Indexing

Engine

Multi
-

repository

Search

Middleware

Digital Rights

System

Business


Rights

System

Managed

Business

Hosting

Infrastructure

Services

E
-

sourcing

Storage

Transaction

Server

Content

Management

System

Publishing

Production

System


Warehousing

Rich Media

Creation

Interactive

Media

Video

Text

Image

Audio

Other

Data

Rendering

Modeling

Compilation

Scene
Graph

AI & Physics
Simulation

Conversion

Animation

Create

Target
Console

Game
Engine


Delivery

Devices

Distribute & Transact

Set
-
Top

Box

Distribution

Scheduling

Retail

Display

PC
-

Print

Wireless

Device

Wireless

Gateway

Media

Gateway

Kiosk

Content

Aggregation

WAN

Streaming

Media Server

LAN

Edge

Cache

Return

Network

Application Integration Middleware

Business Support Systems, Operational Support Systems

Partner Tools and
Applications (e.g.
Ancept/Stellant,
Telestream,
Context Media)

Partner Tools and
Applications

(e.g. AT&T, Qwest,
FP Digital,
Mastech)

WebSphere

Portal

DB2 Content
Manager

ARMS

WDME

Blade Center

WebSphere Edge
Server

WebSphere
Commerce

VideoCharger

Blade Center

Partner Tools and
Applications

(e.g. Cisco,
Pathfire, Entone,
Kasenna,
RealNetworks

Partner Tools &
Applications

(e.g. Alias, Discreet,
SoftImage)

General Parallel
File System
(GPFS)

Total Storage
Solutions

Tivoli Privacy
Manager

e
-
Business
hosting

Blade Center

DB2 Content
Manager

WebSphere

Information
Integrator for
Content

eXtensible
Content
Protection (xCP)

Blade Center

Eclipse &
Rational Tools

Linux

Blade Center

IntelliStation

IBM Digital Media Solutions

© 2002 IBM Corporation

Providing scalable hardware infrastructure

Note: Cell
-
based systems are not part of these current IBM Digital Media Solutions

IBM Digital Media Solutions

© 2002 IBM Corporation

Open software for availability, community and commerce

Division of NCSoft

Note: Cell
-
based systems are not part of these current IBM Digital Media Solutions

IBM Digital Media Solutions

© 2002 IBM Corporation

And a multitude of services offerings

Note: Cell
-
based systems are not part of these current IBM Digital Media Solutions

© 2004 IBM Corporation

23

CPBW in Game Content Creation


Protection


Infrastructure

Manage

Ingest &

Indexing

Engine

Multi
-

repository

Search

Middleware

Digital Rights

System

Business


Rights

System

Managed

Business

Hosting

Infrastructure

Services

E
-

sourcing

Storage

Transaction

Server

Content

Management

System

Publishing

Production

System


Warehousing

Rich Media

Creation

Interactive

Media

Video

Text

Image

Audio

Other

Data

Rendering

Modeling

Compilation

Scene
Graph

AI & Physics
Simulation

Conversion

Animation

Create

Target
Console

Game
Engine


Delivery

Devices

Distribute & Transact

Set
-
Top

Box

Distribution

Scheduling

Retail

Display

PC
-

Print

Wireless

Device

Wireless

Gateway

Media

Gateway

Kiosk

Content

Aggregation

WAN

Streaming

Media Server

LAN

Edge

Cache

Return

Network

Application Integration Middleware

Business Support Systems, Operational Support Systems

CPBW
Complements and Enhances

the IBM Digital Media Solution Suite



Rendering

Compilation

AI & Physics
Simulation

Conversion

Animation

CPBW

© 2004 IBM Corporation

24

CPBW in Game Content Management

and On
-
Line Delivery


Protection


Infrastructure

Manage

Ingest &

Indexing

Engine

Multi
-

repository

Search

Middleware

Digital Rights

System

Business


Rights

System

Managed

Business

Hosting

Infrastructure

Services

E
-

sourcing

Storage

Transaction

Server

Content

Management

System

Publishing

Production

System


Warehousing

Rich Media

Creation

Interactive

Media

Video

Text

Image

Audio

Other

Data

Rendering

Modeling

Compilation

Scene
Graph

AI & Physics
Simulation

Conversion

Animation

Create

Target
Console

Game
Engine


Delivery

Devices

Distribute & Transact

Set
-
Top

Box

Distribution

Scheduling

Retail

Display

PC
-

Print

Wireless

Device

Wireless

Gateway

Media

Gateway

Kiosk

Content

Aggregation

WAN

Streaming

Media Server

LAN

Edge

Cache

Return

Network

Application Integration Middleware

Business Support Systems, Operational Support Systems

CPBW
Complements and Enhances

the IBM Digital Media Solution Suite


Rendering

Compilation

AI & Physics
Simulation

Conversion

Animation

CPBW

Ingest &

Indexing

Engine

Streaming

Media Server

Multi
-

repository

Search

Middleware

Digital Rights

System

Media

Gateway

CPBW

CPBW

© 2004 IBM Corporation

25

Summary


Crisis in Processor Design is Stimulating New Microprocessor
Architectures:


Increased (consumer) processor performance will require more
efficient architectures and micro
-
architectures


Increasing efficiency requires increased programming effort


Multi
-
threaded vs. single thread


SIMD/Vector vs. scalar


Increased memory hierarchy and explicit management


Control vs. compute



CPBW:


First CELL Processor based system


Scalable, supercomputer
-
like performance


Next Generation content development platform


Complements, and enhances the wide range of existing IBM Digital
Media solution offerings for games

© 2004 IBM Corporation

26

CPBW Systems


Robert Hanson

Ashwini Nanda

Gottfried Goldrian

Toshiyuki Sanuki

Randy Moulic

Presentation Contributors

STI Design Center


Jim Kahle

Peter Hofstee



IBM Digital Media


Chalapathy Neti

Patty Fry

Gregory Carson, CITL, Inc
(www.citlinc.com)


IBM Digital Media Solutions

© 2002 IBM Corporation

Key Segments in the Online Games Value Chain

Single
Player

Game Device

Backbone

Internet

Access

Audience

Aggregation

Game

Hosting

Publishing

Development

Content/IP

Multi
-
Player

Massively
Multi
-
Player

Console Makers

(e.g., Sony, Nintendo)

General Purpose Device Makers

(e.g., Dell, Nokia)

Value
-
Added Network Service Providers

(e.g., Paypal, Visa)

Access Provisioning Service Providers

(e.g., NTT, Orange)



Content
Owners,
Studios
&
Leagues






MMP Focused Developers & Publishers









Game Portals







ISPs


Major Game
Publishers

Conglomerates




Small Shop
Developers






Large Shop
Developers





Internet
Cafes



Source:
"Research and Business Intelligence
Source CITL, Inc. (
www.citlinc.com
)",

2004

IBM Digital Media Solutions

© 2002 IBM Corporation

Development Zone

Lobby Zone

Security

Community Zone

Game Zone

Back
-
Office Zone

Infrastructure Zone

Security

Security

Security

Security

Lobby Zone
:
The entry point into the
game provider’s site


Community Zone
:
Gamer
-
accessible
services and information
outside the game itself


Game Zone
:
Servers and
infrastructure to support the
game


Infrastructure Zone
:
Middleware and
Systems for the complete
infrastructure


Back
-
Office Zone
:
Business
-
related
systems


Development Zone
:
Systems and
tools to develop and test the
game


IBM Point of View: Six Zones for Games Infrastructure

IBM Digital Media Solutions

© 2002 IBM Corporation

Three Key IBM Digital Media Value Propositions

for Games Marketplace

Back Office/

Business Integration

Game

Game

Content Management &

Secure Distribution

Development:

Deep Computing

for Games

Infrastructure:

On
-
Demand

Operating Environment


for Games